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LME3 Preview

This is a preview of LME3 with added contents including screenshots. A list of all changes included in this update is at the bottom of this post.
Due to problems people are having playing the mod with manual user script activation, a custom LME mod launcher is included in LME3 onwards. The launcher has an intuitive and simple user interface that allows you to play any of the LME campaigns etc. with automated activation of selected submods.

LME now expands its timeframe into the French Revolutionary Wars period with a revolutionary campaign starting in 1796 and ending in 1802. When playing this campaign all the LME features you are used to are tailored to this period including: names/portraits, uniforms, flags, factions, diplomacy, text etc. Venice and Duchy of Milan are playable
Tech tree is expanded even further than before with a couple of interesting research options included.
New Austrian helmet based on the work performed by QuadAdditional Swedish and Ottoman units.
New custom made Minimap is included

There were a request, with reference to the Masters of Europe (MoE) mod, to modify the in-game Battle UI and declutter the Army selection screen when playing a battle. I am glad to say that (after some hours of concentrated work and frustrations) the request has materialized as is evident by the screenies below (thanks to alpaca for his ui-xml converter).

This feature will be available to all other modders as well "free of charge" once LME3 is released.

I'm grateful that EB999 allowed me to use the Revolutionary uniforms from RoW and the Prussian and British uniforms are now included in the 1796 campaign. See screenshots below.

Besides that LME3 is on schedule and planned to be released in the Easter timeframe.

New LME Smoke effects where the smoke drifts by the wind. The smoke effects are still in development and this is just the first addition:

The campaign is completely reworked from scratch (in relation to the old 1815 campaign and now CTD free) and span the timeframe from 1815 to 1825. The campaign begins with Napoléons return to France from Elba and he will have a hard time surrounded by enemies. Furthermore it includes new factions that emerged in the beginning of the 19th century, maybe not 100% historical correct but included anyway! The Kingdom of France ruled by Louis XVIII is represented by the faction of Brittany (corrected name, flags etc.) and shall try to regain power with help from the European allies.

New features:An intuitive and easy to use mod selector/launcher is available.A French Revolutionary campaign is included. Campaign starts in 1796 and ends in late 1802 and uniforms changed to match the 1796-1803 time span.Pdguru's customized French units included as submod and tailored to LME.L'aigle and Pdguru's Greatcoat uniform-switch includedMAUM included as submod.Whiff of Sulphur included as submod.Battlefield Smoke Mod included as submod.X-factor sound mod included as submod.Ultimate Sound Mod included as submod.Larger Armies (increased unit limits) included as submodNew Swedish units available in Finland.Additional Ottoman units included.French Foreign units available in Rheinbund countries.Prussian Shako's from mattebubben included.Austrian helmets from quad/mattebubben included and retextured by iutland.New customized campaign minimap included.New land and naval battle UI layout included.Many new technologies added including the possibility to influence religion in your regions. Zoom limits increased on campaign map. Zoom further in and out than before.Customized land battle smoke and blood effects included in basic LME (not WoS or BSM).UAI CAI included as default with vanilla difficulty setting. Uniforms are updated to match early, mid or late war period. Example: French infantry uses bicorns and bearskin in 1805 and shako's later on.Battlefield buildings more shot resistant than previously.Campaign and Battle flags updated.French, German and Spanish text packs included (based on latest UPC).New battle advisor images.UI images updated.Additional English text packs included to match each LME campaign.A few reworked campaign map models.Unit info images updated.LME version added on main menu front page.Campaign borders invisible now.

Re: LME3 Preview#1

Re: LME3 Preview#1

Very enjoyable. And quite surprisingly, the lack of a launcher is what made LME the first mod to actually work for me. For some obscure reason, the launchers in NTF and DMN (looked like the same utility customized for both of them) would never apply any changes to my user.script. Thanks to some ETW modding experience I at least could launch LME the old-fashioned way.

It's still buggy - just land battles though -they may end three ways: If some mod-introduced unit is in the game - CTD during loading (about 30% through the bar). second - the battle does load, but all uniforms are bleached and it will crash before the battle is over, but not before you actually start enjoying its course. Third - if no unusual units are present and the engagement is small-scale and brief, there's a good chance it'll run normally.

I sometimes wish I could disable everything : portraits, loading screens, AUM units, techtree (I just love ironclads q_q) Except the new campaigns. Favorite scenario's playing as the Poles from 1807 onwards, but unfortunately, the esf files also contain the new units and erasing all the related entries from the file would be quite tiresome.

Re: LME3 Preview#1

Thanks guys, makes it worthwhile to spend my time upgrading the mod

To answer the two questions:

The launcher UI has two specific buttons for those who prefer a manual execution of the mod: "Edit User Script" opens the current (last saved) user.script.txt file for editing and saving. Then the "NTW with current script" button launches NTW with last saved user,script.txt file. In other words the game launcher is both for advanced and basic use

France will have 1805 uniforms (Bicorn) in 1805 campaign and Bearskin's replaced by Shako (early and late) for UK Gren/Elite. All this uniform modding takes forever but the results are usually visually pleasing

Modding continues when I'm back from the US by the end of the week
/iutland

Re: LME3 Preview#1

Hi Lutland and LME Team,
thx alot for this amazing mod and i appreciate your work verry much. Its the only mod for NTW that iam playing.

I did some changes and using some mod packs as well to make it more playabel in my style of history.
I play with units changes to reflect history. a Unit is a batalion and between 480 to 840 men per unit (line Inf),
for skirmisher(160 meter range) iam using a company unit size its aprox 130-150 men.And dont think they are not usefull against a battalion of line inf, they are verry usefull liek they are in real history, also with small groups of skirmishers. Same changes to the most light Infantry with shooting range of 130m. Some are palyable in batalion size, but then the are verry limited.
Cavalry are eskadrons and have 140-160 men per unit.
Artillery are not changed and reflect a battery. Only thing i changed was accuracy. Cause the Howitzer damage is to much and i change the accuracy to 22-26 and the load time to 35. Cause in history the howitzers are not so fast to shot like canons. And they are verry verry unprecise. And i changed the artillery canons between 40 and 60(for the guards arty etc...) for accuracy. Cause overall the arty was between 25 to 70% hit accuracy in history. depends on target, wether, canon, team etc...
And never forget, during the game the accuracy will improve!

All in all nice changes for me to play and i find it very history like. And when 10k or 20k armies fight in some batallion style its total amazing to watch! If u see some after all that smoke Its for me like cinema....

Hi Lutland and LME Team,
thx alot for this amazing mod and i appreciate your work verry much. Its the only mod for NTW that iam playing.

I did some changes and using some mod packs as well to make it more playabel in my style of history.
I play with units changes to reflect history. a Unit is a batalion and between 480 to 840 men per unit (line Inf),
for skirmisher(160 meter range) iam using a company unit size its aprox 130-150 men.And dont think they are not usefull against a battalion of line inf, they are verry usefull liek they are in real history, also with small groups of skirmishers. Same changes to the most light Infantry with shooting range of 130m. Some are palyable in batalion size, but then the are verry limited.
Cavalry are eskadrons and have 140-160 men per unit.
Artillery are not changed and reflect a battery. Only thing i changed was accuracy. Cause the Howitzer damage is to much and i change the accuracy to 22-26 and the load time to 35. Cause in history the howitzers are not so fast to shot like canons. And they are verry verry unprecise. And i changed the artillery canons between 40 and 60(for the guards arty etc...) for accuracy. Cause overall the arty was between 25 to 70% hit accuracy in history. depends on target, wether, canon, team etc...
And never forget, during the game the accuracy will improve!

All in all nice changes for me to play and i find it very history like. And when 10k or 20k armies fight in some batallion style its total amazing to watch! If u see some after all that smoke Its for me like cinema....

Re: LME3 Preview#1

1796 Campaign? Score!

Wonderful news, I'm going to have to clear out some gigs of room for this .

Question: Will the Hapsburgs possess Northern Italy? They owned most of the territory in that region IIRC, although I'm just pointing this out because it appears to be owned by another faction on the map.